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Beery, sometimes I just like to sail with low or no TC at all - that's when my crew gets seriously fatigued.... but nevermind.
I've done it! I can run x1024 TC with working fatigue. The file responsible for that is the Main.cfg but the one in My Documents\SH3\... and NOT the one in game folder (that's why I've had the 64/256 question in my previous post - I've got different values in both files and the game recognized the one from My Docs). Just set 3drender to 1024 and use the 1x basic.cfg (or choose RUB MOD 1x TC fatigue model from SH3 Commander). I'll need some more testing to tell if the RUB MOD 1x TC fatigue model needs any tweaking... Besides I'm not sure how fast actually should the crew get fatigued (how many weeks at sea?) - help would be appreciated. But I think this is the right way of approaching fatigue - and not the artificial default model (TC<64=Fatigue ON & TC>64=Fatigue OFF). :|\ |
I also use a similar setup. Altho the crew will last about 8-10 hours they still only need an hour or so rest to be full again. I believe it has to do with the -0.01 setting in the quarters. I am going to tweak it and see where it goes.
I tend to run high TC on long trips in friendly water, but with this setup I still have to go 1x to rotate my crew. It gives me the feeling of der Herr Kaleu and breaks up the manotony. It seems to me comp11 = Repair stations, so I put extra crew there instead of the bow torp room as there is less fatigue accumulated. |
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Do you think we would need separate fatigue models for different types of boats? In other words, is a Type IX more comfortable day-to-day than a Type IV or II? |
I think it's doesn't pose a problem - we'd just need 3 basic.cfg files each with properly tweaked FATIGUE_COEF section to represent different types of U-boots (II, VII and IX). They could be switched ether manually or via the SH3 Commander interface. We don't change boats too often so that wouldn't be a nuisance to the player.
EDIT I've started a new topic. |
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